Ok, picture this. You build it like you do a mothership, very expensive but you can't destroy it. Once you have it, it gives you the ability to open and sustain a planetsized hyperspace(as in the asgard, really really fast drive) window, then pull a planet through it, to a predetermined realm.
This would allow for planet trading.
throw around some of these ideas:
What it costs the user to recharge the station after a move
A "hyperspace disrupter" as an expensive sabotage device. The agressor wants to prevent a trader from making a profit so they plant a device that disrupts the Planet Trade Facility in mid flight, causing it to drop the planet, sending it back into space to be picked up by other players. VERY expensive though.
Run with it.
Planet Trade Facility
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Don't we kind of have enough for trade already? I thought it was nice to finally have something worth fighting over again. Now you want to make it so people don't have to fight since they can just buy them? Seems like a waste of a good incentive to me.

As soon as you build an idiot proof system, somebody else builds a better idiot.
If it moves, kill it. If it doesn't move, kick it until it does move, and then kill it.
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Don Lewis
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It would add another aspect to the game, but again the big players would purchase the best planets, i think its best to have something that cant be traded.
I love the new 'planet stealing' type players, dont do it myself, i wouldnt like to be hated by the entire SGW community, they make the game a little more like war.
Not sure about this idea, it would allow people to purchase their way into power.
5/10
I love the new 'planet stealing' type players, dont do it myself, i wouldnt like to be hated by the entire SGW community, they make the game a little more like war.
Not sure about this idea, it would allow people to purchase their way into power.
5/10
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Dannis
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dafyddLewis wrote:It would add another aspect to the game, but again the big players would purchase the best planets, i think its best to have something that cant be traded.
I love the new 'planet stealing' type players, dont do it myself, i wouldnt like to be hated by the entire SGW community, they make the game a little more like war.
Not sure about this idea, it would allow people to purchase their way into power.
5/10
Not sure about this idea, it would allow people to purchase their way into power.
You already can.

Forum Replicating pieman
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DigitalSaint
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Purchasing your way to power...sounds like real life to me lol.
Well we have the warring players, who make naq by stealing and beating the crap out of weaker players and alliances, now the market is getting complex enough to actually have financial players.
How about building in a risk rate where transferring a planet had a certain amount of risk of having it just drop out of hyperspace, again, leaving it to be "discovered" and setting all of it's defense/benefits back to 0.
You could pay to enhance your technology and lower that risk and as a way to balance this, your Planet Trading Facility could be attacked the same way planets are.
Ok so after some thinking here's where I am on this one...
-The Planet Trading Facility costs a significant amount of naquadah and UU, moreso than a Mothership.
-It is used to take a planet from User A to User B when User A has sent a Trade Request to the player with the Facility. Details such as cost etc could be left up to the trader and User A to figure out on their own.
-As a defense against losing your planet then having it traded, users can install a subspace Homing Beacon, an expensive but worthy item. The trading facility has a certain percentage of the times it finds a beacon and others it doesn't. So if you buy a planet and they didn't find a beacon, you're never really sure if it had one and was just not discovered.
-The risk of choosing a Trading Facility to trade planets is that while you get your pick of planets, the occasional one was unable to handle the stresses of intersteller hyperspace travel and implodes(and is reborn in the general planet population, waiting to be discovered) on itself in a random but short period of time after the planet is settled in your realm. At no fault to the broker and completely at your loss.
Well we have the warring players, who make naq by stealing and beating the crap out of weaker players and alliances, now the market is getting complex enough to actually have financial players.
How about building in a risk rate where transferring a planet had a certain amount of risk of having it just drop out of hyperspace, again, leaving it to be "discovered" and setting all of it's defense/benefits back to 0.
You could pay to enhance your technology and lower that risk and as a way to balance this, your Planet Trading Facility could be attacked the same way planets are.
Ok so after some thinking here's where I am on this one...
-The Planet Trading Facility costs a significant amount of naquadah and UU, moreso than a Mothership.
-It is used to take a planet from User A to User B when User A has sent a Trade Request to the player with the Facility. Details such as cost etc could be left up to the trader and User A to figure out on their own.
-As a defense against losing your planet then having it traded, users can install a subspace Homing Beacon, an expensive but worthy item. The trading facility has a certain percentage of the times it finds a beacon and others it doesn't. So if you buy a planet and they didn't find a beacon, you're never really sure if it had one and was just not discovered.
-The risk of choosing a Trading Facility to trade planets is that while you get your pick of planets, the occasional one was unable to handle the stresses of intersteller hyperspace travel and implodes(and is reborn in the general planet population, waiting to be discovered) on itself in a random but short period of time after the planet is settled in your realm. At no fault to the broker and completely at your loss.
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DigitalSaint
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Ah but imagine, if you stole a planet, placed a homing beacon on it and let it be stolen again, it could change hands a dozen times and you'd know where it was, granted each time it changes hands there's a chance you might lose the beacon but if you're lucky..... An alliance could keep tabs on powerful planets....players who steal and sell planets could tag theirs and then offer up the coordinates to the highest bidder....Making it risky to buy stolen planets...but worth it.
The whole thing could probably be simplified like many of the additions to the game. I'm just throwing all my ideas out at once to be picked over and see if we can't come up with something halfway decent.
If you simplified it into just trading with the risk of losing it enroute to begin with, that could be used to reset planets, sending them back out to be searchable and also preventing too many planets from becoming insanely powerful. I think the basic idea definately has potential.
The whole thing could probably be simplified like many of the additions to the game. I'm just throwing all my ideas out at once to be picked over and see if we can't come up with something halfway decent.
If you simplified it into just trading with the risk of losing it enroute to begin with, that could be used to reset planets, sending them back out to be searchable and also preventing too many planets from becoming insanely powerful. I think the basic idea definately has potential.
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